<![CDATA[Kotaku: Konami]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Konami]]> http://kotaku.com/tag/konami http://kotaku.com/tag/konami <![CDATA[ Metal Gear Online Tournament Hits Comic-Con, Kojima Signs Stuff ]]> Konami and Major League Gaming have teamed up to host a Metal Gear Online Tournament at this year's Comic-Con in San Diego. Prizes for the tournament include a PS3 bundle and game bundles as well as some shirts, gift cards and such.

You can register for the tourney all day today and a chunk of tomorrow, but they only have a set number slots to fill, so if you're interested get to it. The tournament itself will kick off Friday at 12:30 p.m. and wrap up Saturday night.

More importantly Hideo Kojima will be around Friday at the booth from 10 a.m. to noon to autograph things. Hit up the jump for the full schedule, game setting and break-down of prizes.

ROOM LOCATION:
Metal Gear Online Tournament
Mezzanine Level Room #16A

DATES AND TIMES:
July 24, Thursday
SHOW HOURS 9:00AM - 7:00PM
All day (until full) MLG, MGO Tournament registration, at booth front desk

July 25, Friday
SHOW HOURS 9:00AM - 7:00PM
All day (until full) MLG, MGO Tournament registration, at booth front desk

• 10:00AM - 12:00PM KOJIMA, MGO Tournament Room Signing for Kojima

• 12:00PM - 12:30PM KOJIMA, Kojima intro at beginning of tournament

• 12:30PM - 6:30PM MGO Tournament play

• 12:30PM - 1:00PM Round 1 (2 matches of 8 players simultaneous)

• 1:00PM - 1:30PM Round 2 (2 matches of 8 players simultaneous)

• 1:30PM - 2:00PM Round 3 (2 matches of 8 players simultaneous)

• 2:00PM - 2:30PM Round 4 (2 matches of 8 players simultaneous)

• 2:30PM - 3:00PM Round 5 (2 matches of 8 players simultaneous)

• 3:00PM - 3:30PM Round 6 (2 matches of 8 players simultaneous)

• 3:30PM - 4:00PM Round 7 (2 matches of 8 players simultaneous)

• 4:00PM - 4:30PM Round 8 (2 matches of 8 players simultaneous)

• 4:30PM - 5:00PM Round 9 (2 matches of 8 players simultaneous)

• 5:00PM - 5:30PM Round 10 (2 matches of 8 players simultaneous)

• 5:30PM - 6:00PM Round 11 (2 matches of 8 players simultaneous)

• 6:00PM - 6:30PM Round 12 (2 matches of 8 players simultaneous)

July 26, Saturday
SHOW HOURS 9:00AM - 7:00PM

All day (until full) MLG, MGO Tournament registration, at booth front desk

• 10:00AM - 6:30PM MGO Tournament play

• 10:00AM - 10:30AM Round 13 (2 matches of 8 players simultaneous)

• 10:30AM - 11:00AM Round 14 (2 matches of 8 players simultaneous)

• 11:00AM - 11:30AM Round 15 (2 matches of 8 players simultaneous)

• 11:30AM - 12:00PM Round 16 (2 matches of 8 players simultaneous)

• 12:30PM - 1:00PM Round 17 (2 matches of 8 players simultaneous)

• 1:00PM - 1:30PM Round 18 (2 matches of 8 players simultaneous)

• 1:30PM - 2:00PM Round 19 (2 matches of 8 players simultaneous)

• 2:00PM - 2:30PM Round 20 (2 matches of 8 players simultaneous)

• 2:30PM - 3:00PM Round 21 (2 matches of 8 players simultaneous)

• 3:00PM - 3:30PM Round 22 (2 matches of 8 players simultaneous)

• 3:30PM - 4:00PM Round 23 (2 matches of 8 players simultaneous)

• 4:00PM - 4:30PM Round 24 (2 matches of 8 players simultaneous)

• 4:30PM - 5:00PM Round 25 (2 matches of 8 players simultaneous)

• 5:00PM - 6:00PM Finals setup

• 6:00PM - 7:00PM Finals (8 players, 1 round of FFA deathmatch, up to 3 round of team [4 ea])

July 27, Sunday
SHOW HOURS 8:45AM - 5:00PM

MGO GAME SETTINGS:

ROUND SETTINGS:
Rule type: Deathmatch
Map: Midtown Maelstrom
Round Time: 20mins
Max Number of Characters: 8
Rounds: 1
DP Enabled: No
Skills allowed: No
User characters allowed: No

FINALS SETTINGS:
Rule type: Deathmatch
Map: Midtown Maelstrom
Round Time: 20mins
Max Number of Characters: 8
Rounds: 1
DP Enabled: No
Skills allowed: No
User characters allowed: No

FINALS TEAM EXHIBITION SETTINGS:
Rule type: Team Deathmatch
Map: Ambush Alley
Round Time: 15mins
Tickets: 99
Max Number of Characters: 8 (4v4)
Rounds: 3 (best 2 of)
DP Enabled: No
Skills allowed: No
User characters allowed: No

PRIZE PACKAGES:

Finals Winners:

1st place:
• Metal Gear Solid 4 Limited Edition PS3 hardware bundle

• Special Metal Gear® Online Poster

• $1000

2nd Place
• Limited Edition Metal Gear Solid 4 game

• Special Metal Gear® Online Poster

• $500

3rd Place
• Limited Edition Metal Gear Solid 4 game

• Special Metal Gear® Online Poster

• $250

Team Exhibition winners
• Special Metal Gear Online poster

All finalists
• Metal Gear Solid 4 Strategy Guide

• Metal Gear Solid 4 T-Shirt

• Metal Gear Solid 4 Dog Tags

Round Winners
• 2 winners each round - $50 gift card

• Metal Gear Solid 4 Dog Tags

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Thu, 24 Jul 2008 14:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5028752&view=rss&microfeed=true
<![CDATA[ Koji Igarashi Tries To Explain Castlevania Judgement Hate ]]> Konami's Koji Igarashi is the Castlevania guy. And when fans play a Castlevania game, they know, more or less, what they are getting themselves into. But Castlevania Judgement is different! It's a fighter, but now. And the early buzz around the game hasn't been so hot. Why does Igarashi think that is?

When you have a franchise like this, that’s become popular in a certain type of game style and you change that so drastically, I understand the responses is going to be negative... I also felt a lot of the response was, I guess, unjustified in the sense that they based their [response] on just hearing about it or maybe seeing a couple of screen shots and making a whole assumption.

Insert Igarashi sad face.

Koji Igarashi Calls ‘Castlevania Judgment’ Fan Criticism ‘Unjustified’ [Multiplayer] [Pic]

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Wed, 23 Jul 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5028485&view=rss&microfeed=true
<![CDATA[ Castlevania Japanese Arcade Game Hands-On ]]> That's the cabinet for yet-unreleased Castlevania arcade title Akumjao Dracula THE ARCADE. Reader Landon got a hands-on with the game at a location test while strolling through Tokyo's Ikebukuro. What did Landon think? He totally dug the game, its gameplay, graphics, music — the whole schbang! Hit the jump for Landon's impressions. Don't forget to thank him and tip your waiter.

Players enter the machine on either side. The inside was very spacious, much wider than some I've seen of a similar fashion. The bottom of the machine, in front of where each player stands, was lined with LED lit candles.

Each player holds a controller shaped like the handle of a whip. The top of the whip handle is lit up with LEDs - 1P is blue, 2P is a dark pink. Each whip handle has a yellow trigger where your index finger goes. This controls your subweapon, such as knifes, crosses, etc. A red button is placed where your thumb goes. Sadly, I was not able to use it in this demo of the game, but the Konami rep told me it was used for activating items you get later on in the game. During gameplay, swinging the whip handle, a la Wii remote, results in a slash mark across the screen.

When the game starts, each player is asked to stand in their designated spots and aim the top of their whip controller at the center of the screen and press the yellow trigger button to calibrate the motion sensor.

The game begins in an outside area. Skeletons stumble onto the screen much like Silent Hill or House of the Dead. Some shoot arrows at you from a distance. You can take them out either by swinging your whip or by throwing knives at them (by pointing the tip of the whip controller and firing with the yellow trigger). Subweapons, such as knives, consume hearts. You can regain these by shooting various candles placed throughout the areas. There seemed to be a maximum of 25 hearts while I played.

The first chapter ends after you arrive at the gates of Dracula's castle and fight Death, your first boss. I squealed a little bit when the Bloody Tears theme started playing during the fight. Chapter two took place inside the castle. The boss was a giant skeleton snake, and upon winning the battle, the demo ended.

The graphics were really nice, definitely next gen; on par with PS3/Xbox 360. One small detail I liked was that any candle I whipped/threw a knife at would cause the surrounding area to go dark when destroyed.

With the way the machine was designed, it was MUCH easier to hear the music/sound effects than Silent Hill, even with all the noise from other games going on outside...

This game was a total blast. Nostalgic music, sweet graphics, whip-cracking action. There's nothing more I could've asked for in a Castlevania arcade game. I used to think Silent Hill was kinda fun when I was a little bored, but this totally blows it out of the water. Good job, Konami!

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Wed, 23 Jul 2008 02:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5028044&view=rss&microfeed=true
<![CDATA[ Kojima Talks The PS3 And MGS4's Shared History ]]> In the wake of that Xbox 360 Final Fantasy XIII announcement, that old chestnut rumor resurfaced that Metal Gear Solid 4 was coming to the Xbox 360. Maybe it will one day, who knows. No idea what kinda deal Sony and Konami have worked out. Other Metal Gear Solid have certainly appeared on other platforms — Microsoft platforms, even. But Hideo Kojima does a good job of explaining how MGS4 was developed especially for the PS3:

We had started to work on Metal Gear Solid 4 four years ago after finishing Metal Gear Solid 3. At that time, we really didn't know what the PS3 was going to be like. So the first two years was all about experimenting, developing and trail and error. In the last two years, we've known what the PS3 is capable of, the specifications of it and how we can use utlitilize it. We finished the plot and built the game. The PS3 is a monster machine. That is why it's taken so much time to create MGS4... Since we were developing only for the Sony format, of course Sony has given up lots of advantages before the official release of the hardware. So we had many meetings with them to discuss the specifications, and we analyzed this black box quite a lot before it was released, and we experimented with it. And we gave Sony a lot of feedback, like "Can we do this?" or "Can we do that?"

See? The two are totally linked. Hit the link below for the full interview clip, where Kojima says how he thinks the game controller, keyboard and mouse and the Wii-mote-type controller will all be around for a long time. And what does the future hold? Better backgrounds, says Kojima.

Hideo Kojima's future of gaming [BBC Thanks, Mel!]

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Wed, 23 Jul 2008 00:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5028034&view=rss&microfeed=true
<![CDATA[ Gradius ReBirth Gives WiiWare Some Options ]]> While we were hunkered down at the Los Angeles Convention Center last week, wondering "Is that it?" of E3 2008, Konami announced Gradius ReBirth, a WiiWare title that looks to fill the Gradius void in our lives. Like the retro stylings of Mega Man 9, Konami is giving the hardcore what they want — gameplay minus expensive production values — and they're doing it through digital distribution.

Gradius ReBirth is planned for a summer release in Japan. If it arrives elsewhere, buy it. Convince Konami to restart work on Gradius VI. Seriously.

Gradius ReBirth [Konami]

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Mon, 21 Jul 2008 19:30:58 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5027562&view=rss&microfeed=true
<![CDATA[ Video Of Konami's Rock Revolution Press Conference Cringe-off ]]>

Senior brand manager Lauren Faccidomo may be a capable bass player in the all-female Ramones cover band The Sheenas, but her performance on her own company's "band" game, Rock Revolution, is... awkward. Faccidomo is most likely very thankful that her Rock Revolution misfire was comfortably nestled within dozens of exciting Konami announcements and that this particular embarrassment was quickly forgotten about.

Sorry, what's that? This is how Konami wrapped up its press conference at E3? Oh. Oh my. Lauren, I have Jaime Kennedy's phone number if you need someone to help you through this rough patch.

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Mon, 21 Jul 2008 18:00:04 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5027508&view=rss&microfeed=true
<![CDATA[ Silent Hill: Homecoming Hands On With The Pipemaster ]]> While Fahey only went rods and cones on with Silent Hill: Homecoming at E3, I got to spend a few minutes with the Double Helix developed horror game, most of which was spent wrapping my head around the game's new control scheme. After some initial fumbling, which led protagonist Alex Shepherd bumping into walls and ambling backwards unintentionally, I got it.

It's not like Silent Hill has ever had an exemplary control set up. Homecoming at least gets some credit for making the experience feel a bit more intuitive, once one breaks old Silent Hill habits and allows for easier access to your inventory. After some grumbling — and a confused search for a quick turn button — it felt like a change for the best.

Visually, the game has gotten some flak for not feeling like much of a graphical leap. After the gorgeous Silent Hill 3 wowed PlayStation 2 owners with its lifelike characters and detailed textures, Silent Hill: Homecoming was (rightly) slammed for feeling like a step back.

It's kind of true. Our hero can look blurry, blocky and low-res under the right circumstances. The wee monitors at the Konami meeting room weren't doing the game any favors, but there are portions of the game's visual make up that look rather attractive. It won't knock your socks off, but it gets the job done.

Silent Hill: Homecoming's environments are definitely more interactive. You'll bump into chairs, knock over vases and feel like the world — while still barren and empty — is more live in.

The other big change to the series is its larger focus on action. During one brief set piece, we had to take on a demonic denizen, some spider-like humanoid thing, while riding an elevator. Pop in the head once with a bullet and it would scurry away. The experience felt familiar, but also added a bit of tension to the game. The very limited ammo made it felt more "survival horror" than psychological horror, as some refer to the series.

Hero Shepherd's expertise with swinging a pipe didn't do much to add to the gameplay — we didn't encounter much in the way of enemies — but the combo mechanic still feels a little out of place. Still, fewer deaths from average controls will be welcome in the final product, we assume.

We also solved a quick, if frustrating puzzle, one that involved rewiring an electrical box that allowed to ride said elevator. To call it uninspired would be... well, accurate.

Walking away from our brief time with Silent Hill: Homecoming, we weren't horribly impressed, but we certainly weren't willing to write it off yet. This kind of game does not demo well in E3-sized bites. It might not be such a visual treat for the eyes that some were expecting and we have our reservations about the direction, but it appears there's some of the game's spirit within.

Whether that's going to make it worthy enough of a successor or not remains to be seen.

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Mon, 21 Jul 2008 13:40:05 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5027371&view=rss&microfeed=true
<![CDATA[ Rock Revolution: The Rubber Drum Brigade ]]> Konami, Konami...you have to try harder than this. With one major publisher already in and another getting ready to storm the rhythm band genre with drum sets that look like...well, drum sets, the best you can come up with is a rubber set with oddly shaped heads that resemble the old board game Perfection? The saddest thing about Rock Revolution is that if it had come out before the likes of Rock Band I would have absolutely loved it. Unfortunately the game company that pioneered the plastic instrument video game instead comes off like a second-hand copy.

The really sad part? I love the feel of these ugly drums. I found the response of the sticks off the rubbery heads extremely satisfying as I stumbled my way through Blink 182's "All The Small Things". It's just that the drum placement doesn't make much sense with the way the heads are presented, along with the fact that I already have the song - one of a handful available to demo - in Rock Band.

The Rock Revolution drums do a lot of things right. The springy feel, the fact that you can store the sticks in two holes in the base, and the sheer number of drums - six plus a pedal - would have presented a pretty attractive package two years ago. Now we have Rock Band 2 coming out with a drum set you can hook up a device to in order to make it a real electronic drum kit, Guitar Hero World Tour with it's stylized cymbals and music studio...or you can choose Konami's blocky rubber monstrosity. The choice seems pretty clear.

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Mon, 21 Jul 2008 12:30:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5027301&view=rss&microfeed=true
<![CDATA[ Konami Sorry For MGO Expansion Clusterfuck, But No Fix In Sight ]]> (Not) surprisingly, the online rollout of Konami's first major expansion for Metal Gear Online has been a complete disaster. So what are they doing to make amends? They're...they're...well, they're saying sorry! A notice on the company's site explains that the Gene expansion's release has been "marred by major system related problems resulting in great inconveniences for all our customers". Least they're being honest about it. As for what they're doing about it, however, don't expect a fix anytime soon, as they go on to say "unfortunately there are no permanent solutions we can announce at this present moment".

A full report and apology for the problems surrounding the release of Metal Gear Online "Gene Expansion" expansion pack [Metal Gear Online]

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Mon, 21 Jul 2008 03:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5027126&view=rss&microfeed=true
<![CDATA[ Metal Gear Online Expansion Surprisingly A Huge Technical Disaster ]]> Before Kojima Productions and Konami get Hideo Kojima that editor he so desperately needs, perhaps the company should hire someone who knows how to launch an online multiplayer game. The Metal Gear Online "Gene Expansion" was released yesterday and promptly melted Konami's servers, resulting in the closure of the game's MGO Shop and Reward Shop and difficulty logging in to the service. Some MGO players have reported paying for the new expansion and getting nothing in return.

Konami's solution to some of these issues was to restrict random IP ranges from accessing the shops, in an effort to lighten the load.

The company has also cancelled all Metal Gear Online "Survival" battles planned for this weekend, promising to have a new hamster wheel installed to power the servers as soon as is technically possible.

Metal Gear Online Support [Konami - thanks, Shakir!]

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Fri, 18 Jul 2008 19:20:41 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5026858&view=rss&microfeed=true
<![CDATA[ Silent Hill: Homecoming Gets Pyramid Head, PC Version ]]> Earlier this week I watched a Konami rep play through a bit of Silent Hill: Homecoming while we were awaiting the coming of Castlevania creator Koji Igarashi. The quick play through showed off the opening moments of the game, with protagonist Alex Shepherd waking up in Silent Hill and setting off on the search for his little brother. The game looked rather nice in motion, and creepiness immediately ensued as Sheperd's little bro seems to have a penchant for scampering in and out of shadows, a staple of the horror genre since Uggok the caveman drew the first horror cave painting. Note to Alex: your brother might be more receptive to being found if you don't slowly walk towards him with an axe in your hands.

While the demo was cut short by Iga's entrance, two bits of news to come to light. Pyramid Head will indeed be playing a part in the game, and now the PlayStation 3 and Xbox 360 game is coming to PC, as did Silent Hill 2, 3, and 4 before it. What will Pyramid Head do in the game? Not sure, but I'm ruling out the hokey pokey.

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Fri, 18 Jul 2008 09:30:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5026653&view=rss&microfeed=true
<![CDATA[ Metal Gear Online Expansion Dated ]]> Metal Gear Online's first expansion pack - Gene - has been dated during Konami's E3 address yesterday. And that release date is...today, July 17! The expansion will introduce a new gameplay mode (survival), three new maps, two new selectable characters (including Meryl) and a "reward shop", where you can spend the points you earn in survival mode on new gear for your character.

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Thu, 17 Jul 2008 05:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5026099&view=rss&microfeed=true
<![CDATA[ Liveblogging Konami's E3 2008 Press Conference ]]> Hey, it's Konami time! We'll be liveblogging the Big K's entire presentation right after the jump. Here's hoping we see lots of Castlevania — will Konami surprise us with any other new announcements, or will we get our first glimpse of some of the things we've been hearing about thus far? Hang out after the jump, and we'll find out together.

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Wed, 16 Jul 2008 15:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5025978&view=rss&microfeed=true
<![CDATA[ E3 08 Instant Booth Tour ]]>

42 photos.

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Tue, 15 Jul 2008 22:33:02 MDT Noah R http://kotaku.com/index.php?op=postcommentfeed&postId=5025616&view=rss&microfeed=true
<![CDATA[ Why A Castlevania Fighting Game? Ask Iga! ]]> Ever since it was revealed that the new Castlevania game for the Nintendo Wii, Castlevania Judgment, would be a fighting game, one question has been on fans' minds. Is that really Fahey standing next to Castlevania creator Koji Igarashi, and why does he look so rough? I am hunching down to try not to tower over Iga out of respect, as he just spent several minutes answering my questions via translator. Questions like, "Why a fighting game?"

Igarashi's answer? It's not a fighting game. See? Simple.

To Koji Igarashi, Castlevania Judgment is so much more than a fighting game. It's a 3D action adventure title that just happens to feature one on one fighting. "I understand that it looks like a 3D fighting game, but calling it that isn't doing it service."

Okay, so why a timed, one on one action adventure game? As with all things Iga-related, it really comes down to the whip.

"When I decided to make a Wii game, it was natural to use the controller as a whip, but I realized that after two hours of constant whipping players arms would get tired." The answer to the problem was time limits, and 3D action adventure with time limits needs quick fights, and that calls for competitors.

"Castlevania has a rich history spanning 22 years, and I thought it would be a great idea to bring together the different characters from the series, and this sort of game was the perfect way."

Igarashi is watching. He's seen your mixed comments and wants you all to know that this isn't a fighting game...it's a celebration of Castlevania's history in a game that is quick to pick up and play and a real treat for fans of the series.

Now if you'll excuse me, I'm off to order a whip and a rakish hat.

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Tue, 15 Jul 2008 16:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5025584&view=rss&microfeed=true
<![CDATA[ Hands On With Castlevania Judgment ]]> Before speaking to Castlevania's Daddy Koji Igarashi earlier today, I got a chance to step into the shoes of the series prettiest little thing, Maria. Okay, their prettiest little female thing, though I did get a chance to beat up Alucard, the franchises prettiest little male son of Dracula.

As Iga said, Castlevania Judgment is not your standard 3D fighting game. You move in full 3D, almost as if you were playing in a room in one of the various attempts at bringing the platformer to into the 3D arena. There are objects to smash (and in Dracula's case, possess), power ups to be gained, and spectacular special moves to master, but at its core the gameplay is a very simple, pick-up-and-play affair.

The controls are pretty basic for a Nintendo Wii 3D fighter. The X button blocks and the C button dodges. Wiggle the WiiMote to attack, holding A for certain attacks or B for super attacks. Wiggling the nunchuck has your character dodging in a character-specific fashion. Maria slides out of the way, while Alucard disappears in a puff of mist, reappearing a short distance away.

I took on Konami's Jay Boor, who turned out to be relatively good at navigating Alucard, beating me only twice during the two rounds we played. Fights are smooth, enjoyable, and filled with nifty little moments that will have you recalling Castlevania games past. Maria's spellcasting is especially entertaining, with a wiggle of the Wiimote and a press of the B button bringing down a giant heavy object on top of the unfortunately blocking Alucard's head. The final match ended with me finding the perfect combination of mashed buttons and wiggling, launching Maria into a spectacular fire attack that left Alucard in flames, just in time for the round timer to run out, causing me to lose. Damn round timer.

So far I like what I see. It really isn't just a 3D fighter. It's something else entirely. It felt a bit more like a Dragon Ball Z fighter or a Naruto: Ultimate Ninja series game than it did Tekken or Soul Calibur. The only question I was left with really was, "How many characters are going to be included in the game?"

Stay tuned tomorrow for Konami's press conference for the answer to that question and more!

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Tue, 15 Jul 2008 15:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5025585&view=rss&microfeed=true
<![CDATA[ Castlevania Movie Sees Belmont Armed With "A Fucking Sword" ]]> After Dr. Henry Jones, modern pop culture's second-best proponent of the whip has got to be Castlevania's Simon Belmont. And with a Castlevania movie (sort of) coming up, just imagine the kind of stuff he could be doing with said whip! And yet, courtesy of a script review for the upcoming project, it seems the whip's been relegated in favour of a sword. And not just any sword:

Though I said Vampire Killer is gone from this script, Simon does wield what is described as a chain whip in two instances. However, it is nondescript and in one of the occasions is wielded as an off-hand weapon. So what is Simon armed with throughout the film? A fucking sword.

Oh dear. Nothing like setting off on the wrong foot with fans, is there?

Paul W. S. Anderson’s Castlevania
[CC2K]

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Tue, 15 Jul 2008 01:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5025177&view=rss&microfeed=true
<![CDATA[ First Metal Gear Online "Gene Expansion" Details ]]> Konami has dropped details on the first Metal Gear Online expansion, known as the "Gene Expansion," on its official web site. The expansion adds some of what you'd expect — three new maps, two new playable characters in Meryl Silverburgh and incompetent incontinent Johnny "Akiba" — and a few things you might not. Included in the expansion, which we don't yet see a price for, is the ability to play as customizable female characters, a "Survival" mode and a Reward Shop for spending your in-game points on new gear. Neat!

METAL GEAR ONLINE GENE EXPANSION [Konami - thanks, Tw3nty0ne!]

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Fri, 11 Jul 2008 19:40:09 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5024514&view=rss&microfeed=true
<![CDATA[ MTV Calls Konami's Rock Band Lawsuit "Surprising", "Baseless Litigation" ]]> Last night, word broke that Konami, publisher and developer of trailblazing rhythm games Guitar Freaks and Drummania, was suing Harmonix. The Japanese company claimed that the developer of Rock Band was in violation of three patents held by Konami, seeking damages (read: cash) and demanding that Harmonix and parent company Viacom cease the use of its inventions (read: more cash).

MTV News received a response from an MTV spokesperson on the matter — which, in my mind, was shouted across cubicles — who said the lawsuit was "extremely surprising." The rep further noted that "successful products such as 'Rock Band' can often become targets for baseless litigation." We agree, especially when the entity filing suit is showing up extremely late to the party with its own stillborn excuse for a rock game. At least those poor unfortunate litigation lawyers will finally get a few bucks coming to 'em.

Further details on the suit at MTV News.

'Rock Band' Creators Sued By 'Rock Revolution' Publisher Konami [MTV News]

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Fri, 11 Jul 2008 17:40:29 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5024498&view=rss&microfeed=true
<![CDATA[ Konami Suing Harmonix Over Rock Band ]]> Betty, file this under “surprised it took them this long”, could you? Konami’s lawyers in the US have filed a patent lawsuit against Harmonix (and MTV, and VIacom) in the federal court in Tyler, Texas. They allege that Harmonix’s Rock Band violates a pair of patents Konami obtained in 2002 and 2003, which relate to “simulated musical instruments, a music-game system and a musical-rhythm matching game”. For this, Konami seek justice. They also seek cash money. Loads of cash money. As well as an order blocking Harmonix (or Viacom) from using technology that violates Konami’s patents.

Konami Sues Viacom Over `Rock Band' Music Video Game [Bloomberg] [Pic]

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Thu, 10 Jul 2008 19:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5024079&view=rss&microfeed=true
<![CDATA[ Dance Dance Revolution X In Silhouette ]]> On November 21st, Konami's Dance Dance Revolution will celebrate its 10th anniversary. Can you believe it? It's been ten years since DDR stormed arcades and home consoles. This year, it seems Konami is releasing Dance Dance Revolution X on the PS2 and in arcades as well it seems. As both commenter Riyu and arcade site Arcade Renaissance points out, the teaser page shows a somewhat different cabinet design. Nothing's really been announced by Konami, so sit tight for more details.

DanceDanceRevolution X [Konami Thanks, Riyu!]

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Thu, 10 Jul 2008 05:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5023689&view=rss&microfeed=true
<![CDATA[ Judge Castlevania Judgment's Graphics For Yourself ]]> Konami's Castlevania fighting game might not be exactly what fans were hoping for, but from this first batch of screenshots there's no denying that Castlevania Judgment for the Wii has a certain aesthetic appeal to it. Besides, trying to make an enjoyable traditional Castlevania game in 3D have failed miserably, so why not? Judgment could very well deliver the 3D versions of our favorite characters that we desire without us having to suffer through another botched attempt at recreating 2D greatness like Castlevania 64 or Lament of Innocence.

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Wed, 09 Jul 2008 11:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5023373&view=rss&microfeed=true
<![CDATA[ Comic Explains Why Solid Snake Never Gets Any Fox Tail ]]> You'd think with the raw sexuality that Solid Snake oozes in every episode of Metal Gear that he'd be swatting away the ladies with baseball bat or, at the very least, tranquilizing them and moving their unconscious bodies to less conspicuous locations. It's not like he hasn't come across his share of foxes who could use some post-traumatic stress relief. Sure, there may not be a lot of time for love on the battlefield, but according to the philosopher Pat Benatar, love is a battlefield. Given that, we'd think Snake's romantic adventures would be a natural spin off for the series.

Kotaku reader Michal's comic, however, might help explain why Snake strikes out with the women of Metal Gear Solid in a spin on this theory about Old Snake's shortcomings. I guess, technically, it's NSFW, so proceed with caution.

Sorry, Old Snake. That's a tough hand you've been dealt.

Full sized version at Michal's deviantArt space.

Bear's Beer Talk [deviantArt]

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Tue, 08 Jul 2008 17:40:06 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5023068&view=rss&microfeed=true
<![CDATA[ Konami Confirms Elebits 2 DS ]]> Looks like GameFly jumped the gun just a little bit, but at least they jumped it accurately. Konami has just officially announced Elebits 2: The Adventures of Kai and Zero for the Nintendo DS. It's the sequel to the original game for the Nintendo Wii, which I quite enjoyed, although I felt the could have done more with it. I just didn't think more would mean tossing it onto another system.

Still, the concept should translate relatively well onto the DS...in fact the touch screen controls could very well make the collecting Elebits mechanic work even better as you embark on a magical journey, using the Elebits' special powers to help you along the way. Featuring a ton of puzzles and four-player Wi-Fi connection multiplayer, Elebits 2: Electric Boogaloo The Adventures of Kai and Zero should be in stores sometime this fall.

KONAMI ANNOUNCES ELEBITS: THE ADVENTURES OF KAI AND ZERO FOR NINTENDO DS™

The Mischievous Creatures are Back in the Sequel to the Popular Original Action Title

El Segundo, Calif. - July 8, 2008 - Konami Digital Entertainment, Inc. today announced that Elebits: The Adventures of Kai and Zero, the sequel to Elebits, is currently in development exclusively for Nintendo DS™. The exciting game of hide and seek allows players to find, capture and befriend the tiny creatures known as Elebits who serve as energy sources in a far-off world where energy resources have been depleted.

In Elebits: The Adventures of Kai and Zero, players seek out the mischievous omega Elebits who hold magical powers and the ability to complete puzzles and quests while embarking on a magical journey. Utilizing each of the Elebits' special powers, players can solve puzzles, reveal hidden paths, freeze flowing water, turn darkness into light, levitate rocks, and much more. As an added bonus, players are also able to compete head-to-head using the Nintendo Wi-Fi Connection™ and battle up to four friends simulataneously.

Elebits: The Adventures of Kai and Zero will be released in Fall 2008 on the Nintendo DS™. For more information, please visit: www.konami.com.

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Tue, 08 Jul 2008 10:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5022987&view=rss&microfeed=true
<![CDATA[ Metal Gear Online Patched, Now Sneakier, Headshottier ]]> Metal Gear Online players, you've now got two new additions to your Metal Gear Online gameplay. One is a new game mode, called Team Sneaking. This expands on the original "Sneaking" mode, and instead of just having Snake invisible, makes one whole team invisible. The other change is that hosts now have the ability to toggle "Headshots Only", which will punish any kill that's not a bullet to the head.

Metal Gear Online gets patched with new mode, host option [Ars Technica]

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Mon, 07 Jul 2008 21:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5022782&view=rss&microfeed=true
<![CDATA[ Silent Hill Homecoming Footage Is Fit Like Ox, Strong Like Tractor ]]>
Some SIlent Hill Homecoming gameplay footage. To head your whining off at the pass: yes, the graphics look like a PS2 on a bad day, but this is supposedly taken from very early code. Yes, there's a narrator. Guy's from a Russian mag, Igromania. So he's speaking Russian. Just enjoy the fact you get double the subtitles and hear the game called "Saileent Heeeeeeeeeeeeaall" and you'll get through the next 13:29 just fine.

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Mon, 07 Jul 2008 07:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=397961&view=rss&microfeed=true
<![CDATA[ David Hayter Begged Konami To Change MGS4 Stuff ]]> David Hayter isn't just some voice guy. He's a voice guy who's also a Hollywood screenwriter and has penned some big movies like X-Men. While Hayter did offer praise for Metal Gear Solid creator Hideo Kojima by saying he's "certainly learned things from him, especially about ambiguity and telling a story without giving all the answers", Hayter also pointed out creative run-ins he's had with the game designer. As far back as the original Metal Gear Solid, Hayter didn't always agree with Kojima's choices. What did Hayter think of Metal Gear Solid 4? Hit the jump for his opinion of where it went wrong — SPOILERS ahead!

I didn't agree with that [Snake flinching at pulling the trigger on himself] at all, and I begged them to change it, but I think it's still in the final game... I didn't buy it at all. I think it's weak for Snake to be killing other people and then not be able to kill himself when it's time. If he knows it's time, then it's time.

Point. Fair enough, fair enough. Though, we can also see how Kojima might have wanted to humanize Snake in his final moments as well.

David Hayter Critical of Some MGS Moments [1Up]

Eds Note: Reader Zac attended the panel, and sent along these edited YouTube clips:

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Mon, 07 Jul 2008 00:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5022391&view=rss&microfeed=true
<![CDATA[ Konami Whips Up Castlevania Judgment, An Online 3D Fighter For Wii ]]> It's official. Castlevania Judgment, the first 3D fighting game to bear the Castlevania brand, is coming to the Wii this Fall. Series producer Koji "Iga" Igarashi is helming the project with a little help from manga artist Takeshi Obata, the man in charge of character designs this go 'round. Obata may be best known for his work on Death Note and the Blue Dragon manga adaptation.The title was revealed in this month's Nintendo Power.

The Castlevania Judgment release points out that the Wii game will feature head-to-head battles via the Nintendo Wi-Fi Connection. Fans of wireless signals will also be thrilled to learn that Castlevania Judgment can wirelessly connect to the Nintendo DS via Castlevania: Order of Ecclesia, unlocking "bonus gameplay content." Guess that confirms this little rumor, eh?

Full release is after this.

Release Marks Iconic Franchise’s Next Generation Debut on Wii and its Entry Into the Fighting Game Genre

Konami Digital Entertainment, Inc. today announced that Castlevania Judgment, the first Castlevania title in the fighting game genre, is currently in development exclusively for Wii. Developed by legendary Castlevania series producer Koji "Iga" Igarashi, Castlevania Judgment bridges the past with the present as it pits several generations of the Belmont clan against a host of characters that span the franchise's 22-year history.

"We wanted to take this addition to the signature Konami franchise in a direction that really sets it apart from the previous Castlevania titles in the series," said Anthony Crouts, Vice President of Marketing for Konami Digital Entertainment, Inc. "The Wii Remote and Nunchuk capabilities, along with the iconic characters, make this game the ideal entry point into the fighting game genre. This combination is certain to thrill old and new fans of the franchise. "

With 3D environments rendered on Wii, players can choose sides in an epic battle of good versus evil using iconic Castlevania characters designed by famed manga artist Takeshi Obata. Using the motion-sensing controls of the Nunchuk and Wii Remote, players can slash, stab and whip their way across a variety of stages and environmental elements with various surrounding objects as weapons. Select characters can also set traps and make use of monsters on the field to achieve victory in a clash of epic proportions. As an added bonus, players are also able to compete head-to-head using the Nintendo Wi-Fi Connection and connect with Castlevania: Order of Ecclesia on the Nintendo DS to unlock bonus gameplay content.



Castlevania Judgment will be released in North America Fall 2008 on Wii.

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Tue, 01 Jul 2008 13:40:21 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5021184&view=rss&microfeed=true
<![CDATA[ Does Solid Snake Have...A Solid Snake? ]]> snakepants.jpg The United States is gearing up to elect a new president, gasoline prices are skyrocking, environmentalists are predicting doom for our planet, and on the internet the debate rages on - does Solid Snake have a penis? Binary Fractal has posted a long, rather crude essay explaining why he believes this clone of Big Boss was born without junk, citing photographic evidence, particular storylines, and Snake's relationship problems along the way. For example:

At the end of MGS Naomi was offering free strip searches to Snake (literally) and when she finally has him in front of him, naked, she starts crying like a bitch. Keep in ming that Naomi is the biggest whore in the MG universe and there's nothing that makes a whore cry more than having a man show up with no penis in her house.

My thoughts? He can't reproduce, he's dying prematurely, and the one girl he had the hots for doesn't have a grandpa complex. Damn guys, leave the poor man his penis.

Solid Snake Has No Penis [Binary Fractal - Thanks Luis!]

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Mon, 30 Jun 2008 15:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5020818&view=rss&microfeed=true
<![CDATA[ Metal Gear Solid 4's Nude Actor Motion Capture ]]> Metal Gear Solid 4 is a sexy game. It's got it all — sexy posing, sexy stone penis grabbing, sexy skin-tight outfits and sexy nard punching. At the recent MGS4 signing session in Tokyo's Shinjuku, Metal Gear creator Hideo Kojima joked that it sure seems like, with what Snake's ass-clenched sneaking suit and the Beauty and the Beast Corps tush-hugging outfits, there was a "butt depiction obsession." Sure seems like it! Kojima continues, "Originally, we were planning to have the Beauty and the Beast Corps appear buck naked." Character designer Yoji Shinkawa, who was also at the Shinjuku event, added:


Honestly, we asked the motion capture actors to do the motion capture nude, but of course, we couldn't use this in the actual game.

Oh no no no, of course you couldn't. Not in the actual game. That's just not gonna fly. All that effort wasted! Still, the lengths that Kojima Productions went, the money that was spent, the sacrifices that were made for this game. Astounding.

レポート:トークショウ [Gpara via My game news flash]

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Mon, 30 Jun 2008 06:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=397433&view=rss&microfeed=true
<![CDATA[ Konami Boob Shooter Stick Lets Players Touch ]]> hori_otomedius_stick.jpgKonami arcade shooter Otomedius features a touch screen and traditional joystick/button interface. How the heck is that going to work on the Xbox 360 version? Well! Konami has teamed up with Japanese peripheral maker Hori to offer a solution: The Hyper Stick Pro - Otomedius Gorgeous Version. The specific stick features a touch pad, making it possible to recreate the arcade Otomedius experience at home. Bundle with Otomedius Gorgeous and character badges, the Hyper Stick Pro - Otomedius Gorgeous Version will go on sale September 25th for around ¥27,000 (US$255). So subtract the $60 or the $70 that the game will retail and remember touching doesn't come cheap!

Check out the gorgeous Otomedius Gorgeous trailer here.

Hori Otomedius [Konami Style via Arcade Renaissance]

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Mon, 30 Jun 2008 04:30:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=397422&view=rss&microfeed=true
<![CDATA[ Metal Gear Solid 4 on the Wii — or ... ]]> Metal Gear Solid 4 on the Wii — or so says Sam's Club. Reader Stephen writes:


Saw this a few days ago at my local Sams Club in Douglasville Ga.
I picked it up to verify it is for the Wii. The release is, I think, is a week or two away.
Sorry for the poor quality. I was in a huge rush.

Probably all on a single DVD disc, too! We're totally surprised that no one has heard this amazing news. We bet that even Hideo Kojima himself doesn't know, so shhhhhhhhhhhh, don't tell him. He'll be floored. ]]>
Mon, 30 Jun 2008 02:30:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=397405&view=rss&microfeed=true
<![CDATA[ Metal Gear Online Stand Alone Confirmed, Access Numbers Announced ]]> Over the weekend, MGS4 creator Hideo Kojima did a whirlwind autographing tour of Japan. After hitting America and Europe, we've covered this plenty! New bits: At the Yokohama Yodobashi Camera event, Kojima talked up Metal Gear Online, saying:

Domestically, the one-day peak time is 11pm with 12,000 players playing online simultaneously. Worldwide, we've seen about 100,000 connect [to MGO].

Famitsu confirmed the standalone version of Metal Gear Online, which goes on sale for ¥1,800 (US$17) on July 17th.

横浜で"MGS4 ワールドツアー in Japan" [Famitsu]

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Mon, 30 Jun 2008 01:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=397400&view=rss&microfeed=true
<![CDATA[ Wii Castlevania Revealed! It's A Fighting Game? ]]> According to GoNintendo, the latest issue of Nintendo Power reveals the proud return of the Castlevania series to consoles. Castlevania Judgment is, believe it or not, a 3D fighter, pitting classic characters from throughout the series against each other in mortal combat. Yes, not at all the exact opposite of what Castlevania fans have been asking for.

GoNintendo's report from the mag hints at appearances from characters like Simon Belmont and Alucard, the use of sub-weapons like holy water and boomerangs, and (surprise!) motion controls.

Odd, yes, but while Konami may not be known for its fighting games — outside of Yie Ar Kung Fu — it had dabbled in 3D fighters when they were in their heyday. It was also responsible for one-third of the line-up Dream Mix TV World Fighters, a Japan-only fighting game that featured Simon Belmont and Solid Snake and was terrible.

Nintendo Power reveals Castlevania Judgement for Wii…a 3d fighter?! [GoNintendo]

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Thu, 26 Jun 2008 17:40:09 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5020097&view=rss&microfeed=true
<![CDATA[ Metal Gear Solid 4 Loses Top Sales Spot ]]> According to Japanese news site IT Media, Metal Gear Solid 4 has been knocked down to number two by PSP game Super Robot Taisen A Portable. During its first week, MGS4 sold 476,334 copies — so says Enterbrain sales data. In its second week (June 16th to June 22nd), IT Media states the game's sales dropped to 68,000 copies. Still, an impressive number, but not impressive enough to overtake Super Robot Taisen A Portable, which went on sale June 19th. Good news: MGS4's sales have now topped 500,000 copies in Japan. That's way better than a punch in the nards.

僕らの時代のスーパーロボットが登場 [IT Media]

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Thu, 26 Jun 2008 00:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5019778&view=rss&microfeed=true
<![CDATA[ MGS4 Japan Tour Dates ]]> For those who missed meeting Hideo Kojima in the States and Europe and for those living in Japan, listen up. Konami has announced dates and places for the Metal Gear Solid 4 autographing spectacular. Kojima, illustrator Yoji Shinkawa and actress Yumi Kikuchi are slated to appear with signing pen. The dates and places and times are:

June 28th, Saturday
•Yodobashi Camera Shinjuku 10:00AM - 11:00AM
•Sofmap Omiya 2:30PM - 3:30PM
•Yodobashi Camera Yokohama 5:30PM - 7:00

June 29th, Sunday
•Nagoya Station Bic Camera 10:30AM - NOON
•Osaka Yamada Denki Labi1 4:00PM - 5:30PM

Seems like signatures are mostly being limited to game packaging (Premium Pack is okay!), so that means no Kojima signed cigarette boxes. Bummer.

GUNS OF THE PATRIOTS ワールドツアー in JAPAN [IT Media] [Pic]

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Wed, 25 Jun 2008 21:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5019753&view=rss&microfeed=true
<![CDATA[ Otomedius Gorgeous Trailer Loaded With Shooting, Boobs ]]> Did you know? Otomedius Gorgeous is coming to the Xbox 360 this September... in Japan. No word yet on a North American release, but we've dispatched word to Konami USA and await the carrier pigeon's safe return. Still, if you're in the area sometime after its release or are in possession of Microsoft hardware from the region, perhaps this will interest you. If not, you might simply be interested in "moe" anime gals piloting space ships. At the very least, you'll get a sneak peek at the extra modes contained in the home version.

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Wed, 25 Jun 2008 19:00:57 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5019601&view=rss&microfeed=true
<![CDATA[ Beatmania Gets Pink. Really, Really Pink. ]]> Konami has announced location tests for new Bemani title beatmania IIDX16 EMPRESS. Starting next month, the arcade location tests will be at Round One in Osaka's Umeda and another one in Tokyo (more details in the link). Okay, that's fine and all, but you know the current theme for beatmania IIDX15 DJ TROOPERS? If not, it's pictured. DJ TROOPERS clearly has a militaristic vibe going on. Empress does not. It's an about face! Hit the jump to check out the beatmania EMPRESS theme and brace yourself.

Oh yeah, I'd could play this arcade game. In front of other people, even.

Location Test [Konami Thanks, Riyu!]

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Tue, 24 Jun 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5019402&view=rss&microfeed=true
<![CDATA[ Otomedius Gets Gorgeous Xbox 360 Release ]]> Konami's cleavage-heavy entry in the Gradius spin-off series is coming to the Xbox 360, you know that. What was known as Otomedius in arcades will come home as Otomedius Gorgeous on September 25 for 6980 yen. That yen pricing obviously means this is only for Japan right now.

The Xbox 360 port will feature three-player coop, the ability to upload and download replay data via Xbox Live, and a versus mode that lets the Otomedius girls take on bosses from previous Konami games. This is unconfirmed, but we hear that the polygonal boobs will be even more spectacular for the home version. Clearly Konami is going all out.

We're currently bugging Konami about a Western release and will be knocked over with a feather should they even respond to our e-mails.

Otomedius Gorgeous Official Site [Konami.jp]

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Tue, 24 Jun 2008 14:40:18 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5019256&view=rss&microfeed=true
<![CDATA[ MGS4 Ships A Million In Europe ]]> We hear that Europeans like Metal Gear Solid. So to get ready, Konami shipped a million copies of Metal Gear Solid 4 to European retailers. That's a lot! A million shipped is impressive — a million sold, even more so. Martin Schneider, Sales and Marketing Director Germany for Konami Digital Entertainment GmbH, comments with SPOILER:

The Metal Gear Solid series has again proved its huge potential, and we are delighted with the fantastic response the game has enjoyed at retail... MGS4 is nothing short of a masterpiece — an epic conclusion to the Solid Snake story. We are extremely pleased with the positive feedback we have received from retail and consumers alike, and will keep satisfying their needs with updates to the game's 'Extra' option, and via new content to Metal Gear Online.

Since Europe doesn't have a single chart tracker for every territory, it'll be a while until we have exact figures. (Konami will have to work off internal sales data for all of Europe.) But for now, this shipped figure will have to suffice. Full press release in all its confusing glory after the jump.

Metal Gear Solid 4 blows retail away!
Huge first week sales as Hideo Kojima's epic PLAYSTATION®3 title enjoys storming first week
Konami Digital Entertainment GmbH has announced that sales of its newly-released Metal Gear Solid 4: Guns of the Patriots title for PLAYSTATION®3 have exceeded one million units within the first week.

Konami has shipped over one million copies of the game to retailers across Europe to meet the exceptional demand, with high sales confirmed in all European territories and securing the Number One position in the relevant sales charts.

Released globally on June 12th, Metal Gear Solid 4: Guns of the Patriots marks the final adventure for series hero Solid Snake. With his body failing and ageing at an accelerated rate, Snake is called on one last mission to halt the plans of his long-term nemesis Liquid Snake. Liquid has seized control of a series of private armies for his own nefarious needs and, in a mission that spans the Middle East, South America and returns to Shadow Moses, Snake must stop Liquid at all costs. Also included on the disc is Metal Gear Online, a dedicated online game featuring locations from and inspired by MGS4.

In addition to the high sales across Europe, Konami has also confirmed that the limited edition MGS4 sets that comprised a 'Making Of' Blu-Ray, soundtrack CD and 'Old Snake' mannequin. 25,000 sets were made available across Europe, but were snapped up almost immediately by fans of the series.

"The Metal Gear Solid series has again proved its huge potential, and we are delighted with the fantastic response the game has enjoyed at retail," commented Martin Schneider, Sales and Marketing Director Germany for Konami Digital Entertainment GmbH. "MGS4 is nothing short of a masterpiece – an epic conclusion to the Solid Snake story. We are extremely pleased with the positive feedback we have received from retail and consumers alike, and will keep satisfying their needs with updates to the game's 'Extra' option, and via new content to Metal Gear Online."

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Tue, 24 Jun 2008 06:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5019089&view=rss&microfeed=true